The trick that Sword & Sworcery uses to charm players from moment one is something that most games get wrong: pacing. This is not an adventure that you’re supposed to rush through, it suggests in implicit and explicit ways, forcing you to learn somewhat unorthodox, indirect controls, and even recommending that you take a break between the 15 to 30-minute-long chapters of its story. As with Another World, which brought a realistically animated…